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Exporting Morph Targets is still broken #12595
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I tried fiddling with the object.py mentioned in the other thread. It seems like uncommenting line 496 of object.py leads to a successful export that seems to have all the morph targets. |
Hello, I exported my model following the recommandation about the object.py file and got a loadable three.js file. BUT the animation is wrong ; it is a smoothed cube like shape and in Blender I deform just a few vertex ; in Three.js it results in a kind of rotation/elongation of the whole object. My material is a shader material using a copy of the phong vertex shader and the frag is phong. Any help ? |
I ended up asking another question over here #12623 (comment) about the same exact problem. As far as I understand it the exporter is either broken or not compatible with threejs. I was having your exact same problem and I couldn't find any solutions no matter how much I fiddled with the code or the exported itself. Using a glTF exporter seems to fix the issue, however I have not been able to export to gltf while having a lot of morph targets. Blender just hangs forever on the exporting screen. I used this https://github.com/KhronosGroup/glTF-Blender-Exporter to export it. |
ok I updated to r88 and blender 2.79 ; as I have the same result, I tried this : in my three.js code I inverted Y=Z and Z=-Y for Mesh.Geometry.morphAttributes.position[0].array ; Then it works. So, there is somewhere inversion of Y and Z ... |
Hi ,may I ask what is the current status of the io_three blender exporter ? is there any change in the different issues ? |
It's better if focus on another formats and exporter. Read #12903 for more information. |
Oh thanks I was not aware of this. So for objects combining skeleton animation and shape keys there is currently no workflow with no issues. |
@derivou FBXLoader supports skeletal animation and morph targets. However, I have no idea whether the blender exporter will successfully export them. |
GLTFLoader, KhronosGroup/glTF-Blender-Exporter, and FBX2glTF likewise support both skeletal animation and morph targets. As mentioned above there is a known issue in the Blender exporter where exporting many morph targets may take a long time. There are ways to fix that, if someone has the time to do a PR. |
OK thanks for recommandations. I will follow the KhronosGroup ... |
The JSON Blender exporter has been removed with Also see: https://threejs.org/docs/#manual/introduction/Loading-3D-models |
After being very confused on how to actually export Morph Targets I found this thread
#8710
It doesn't seem like following what @filmshaw posted works at all. Not commenting out the the part of the code seems to add an Edgesplit to my mesh every time I try to export it. Which, in return, gives me the error that I can't export a mesh with modifiers and shape keys.
Which I suppose is what should be happening.
However, if I do comment out the code I just receive this error
I don't know if I'm just very confused as to how to go about this, but I can't seem to get it working. Is there a specific fix I'm missing for this specific issue or is this still open?
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